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Unit Generators and V.I.s

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Unit Generators and V.I.s Patches are configurations of V.I.s Both Patches & Virtual Instruments can be broken down into separate components called Unit Generators – PowerPoint PPT presentation

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Title: Unit Generators and V.I.s


1
Unit Generators and V.I.s
  • Patches are configurations of V.I.s
  • Both Patches Virtual Instruments can be broken
    down into separate components called Unit
    Generators

2
Unit Generators
  • Have input parameters
  • Have at least one output
  • Perform a function
  • modification of a signal
  • combination of signals

3
(No Transcript)
4
Oscillators
5
Oscillators
  • Can be driven by an algorithm in real time
  • Computers have, until recently, been too slow to
    deal with this whilst providing the user with the
    capabilities they require
  • So most virtual oscillators use a waveform that
    is pre-stored in a wavetable

6
Wavetables
  • The value of many uniformly placed points on one
    cycle of a waveform are calculated
  • These points are stored in a wavetable

7
Wavetables
  • A pictorial representation of a wavetable
    really its just a table of numbers

8
Wavetables
  • The oscillator will retrieve values from the
    wavetable to produce the wave
  • The position we are at along the wave is known as
    the phase

9
Phase
  • The phase of the wave is its position in the
    wave cycle
  • Normally measured in degrees (0? - 360?) or
    radians
  • Here it is measured in sample points
  • Phase (F) of 0 is the first sample

10
Phase
  • So if the wavetable has 512 sample points
  • And the phase is 180?
  • What sample point are we at?

11
Phase of 180?
12
Periodic Waves
  • We only store one cycle of the wave because the
    wave is periodic
  • This means it repeats forever

13
Wrap Around
  • So if we talk about a given phase F1
  • F1 515
  • The sample point (F) we are looking for in our
    wavetable is
  • F F1 512 3

14
Digital Waves Sampling Frequency
  • Sound waves held digitally are cut up into small
    pieces (or samples)
  • The number of samples they are cut into affects
    the smoothness of the wave
  • CD sampling frequency 44,100 samps/sec

15
Wave Playback
  • Playing back the wave in the wavetable will
    produce a sound of a particular frequency
  • Before the wave is played back it must be
    calculated and then stored
  • The number of samples used to store each second
    of the waveform is known as the sampling
    frequency, fs

16
Wave Playback
  • When the wave is played back it is played back at
    the same sampling frequency, fs
  • It is possible to figure out the frequency of the
    wave stored by performing a calculation

17
Calculating the Frequency of the Wave Held in the
Wavetable
  • fs / N
    f0
  • samples per second / samples per cycle cycles
    per second
  • (seconds/samples) / (cycles/samples)
    (seconds/cycles)

18
Calculating the Frequency of the Wave Held in the
Wavetable
  • fs / N f0
  • 44,100/512 86.13 Hz

19
Sampling Increment (S.I.)
  • We dont just want 86.13Hz
  • We want any frequency we want
  • So we use a Sampling Increment

20
Sampling Increment (S.I.)
  • The sampling increment is the amount added to the
    current phase location before the next sample is
    retrieved and played back
  • By altering the S.I. we can use the wavetable to
    create waves of different frequencies

21
Sampling Increment (S.I.)
  • Playing back the wave at 86.13Hz means playing it
    back as it is
  • This means adding 1 to each phase location before
    retrieving the next sample and playing it back
  • This happens 44,100 times a second, and produces
    86.13 cycles each second (because there are 512
    samples per cycle)

22
Sampling Increment (S.I.)
44,100 / 512 1 86.13 Hz
fs / N S.I. f0
23
Increasing Playback Frequency
  • Increasing the S.I. decreases the number of
    samples played back
  • So the speed of the wave playback is increased,
    as is the frequency of the wave produced

24
S.I. 2
fs / N S.I. f0
44,100 / 512 2 172.27 Hz
25
Rearrange the Equation
fs / N S.I. f0
S.I. N f0 / fs
26
Playback Wave at 250 Hz
S.I. N f0 / fs
S.I. 512 250 / 44,100 2.902
27
Table Look-Up Noise
  • We only have 512 samples in our wavetable
  • The points we have samples for may not line up
    with the points at which we wish to obtain
    samples
  • The S.I. is 2.902 but (going from 0) we only have
    samples at 2 3

28
Dealing With Real Numbers
  • The samples we want to grab dont exist!
  • Options
  • truncate 2.902 becomes 2
  • round 2.902 becomes 3
  • or interpolate...

29
Interpolation
  • 2.902 is used as the S.I.
  • so take a value at the initial phase (say 3)
  • add 2.902 to the initial phase 5.902 to get the
    place to take the next value
  • add 2.902 to this to get the place to take the
    next value 8.804
  • and so on

30
Interpolation
  • we dont have values at these points so we
    calculate estimated values using the nearest
    samples (this is interpolation)

0.902 0.3 0.098 0.7 , or 90.2 of 0.3
9.8 of 0.7 0.2706 0.0686 0.3392
31
Interpolation
  • Occurs for every sampling increment, so 44,100
    times per second
  • Uses a LOT of processing power
  • The interpolation process still requires us to
    round numbers up or down, and so still produces
    error

32
Table Look-Up Noise
  • So rounding is required whatever, and that
    produces error
  • This error is known as table look-up noise
  • This error affects signal to noise ratio (S.N.R.)

33
S.N.R.
  • Affects the ratio achievable between quiet and
    loud sounds.
  • Dodge (1997)
  • Ignoring the quantisation noise contributed
    by data converters a 512 entry table would
    produce tones no worse than 43, 49, and 96 dB
    SNR for truncation, rounding and interpolation
    respectively. And a 1024 entry table would
    produce tones no worse than 109 dB SNR for an
    interpolating oscillator.

34
A Sine Wave
35
A Sawtooth Wave
36
A Square Wave
37
A Triangle Wave
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